Mercurial > sdl-ios-xcode
view docs/html/guidevideo.html @ 4170:092c0bc69155 SDL-1.2
Fixed bug #618
Description From Tim Angus 2008-08-30 12:23:56 (-) [reply]
As we all know SDL 1.2 doesn't handle dead keys well since one key press
potentially equals two (or more) characters. For example, on many layouts,
keying <backquote>,<space> results in <no character>,<backquote><space>. Since
the unicode member of the SDL_keysym struct only has room for one character,
only one can be returned.
On Linux, the first character is returned. On Windows however, unless the exact
number of characters generated by the keypress is 1, nothing is returned. The
following patch addresses this inconsistency.
Updated patch which includes a further fix to the handling of the numpad when
numlock is on. This further fix is courtesy Amanieu d'Antras.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 13 Apr 2009 08:42:09 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >Graphics and Video</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="SDL Guide" HREF="guide.html"><LINK REL="PREVIOUS" TITLE="Initializing SDL" HREF="guidebasicsinit.html"><LINK REL="NEXT" TITLE="Using OpenGL With SDL" HREF="guidevideoopengl.html"></HEAD ><BODY CLASS="CHAPTER" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="guidebasicsinit.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="guidevideoopengl.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="CHAPTER" ><H1 ><A NAME="GUIDEVIDEO" ></A >Chapter 2. Graphics and Video</H1 ><DIV CLASS="TOC" ><DL ><DT ><B >Table of Contents</B ></DT ><DT ><A HREF="guidevideo.html#GUIDEVIDEOINTRO" >Introduction to SDL Video</A ></DT ><DT ><A HREF="guidevideoopengl.html" >Using OpenGL With SDL</A ></DT ></DL ></DIV ><DIV CLASS="SECT1" ><H1 CLASS="SECT1" ><A NAME="GUIDEVIDEOINTRO" ></A >Introduction to SDL Video</H1 ><P >Video is probably the most common thing that SDL is used for, and so it has the most complete subsystem. Here are a few examples to demonstrate the basics.</P ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN68" ></A >Initializing the Video Display</H2 ><P >This is what almost all SDL programs have to do in one way or another.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN71" ></A ><P ><B >Example 2-1. Initializing the Video Display</B ></P ><PRE CLASS="PROGRAMLISTING" > SDL_Surface *screen; /* Initialize the SDL library */ if( SDL_Init(SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } /* Clean up on exit */ atexit(SDL_Quit); /* * Initialize the display in a 640x480 8-bit palettized mode, * requesting a software surface */ screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE); if ( screen == NULL ) { fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n", SDL_GetError()); exit(1); }</PRE ></DIV ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN74" ></A >Initializing the Best Video Mode</H2 ><P >If you have a preference for a certain pixel depth but will accept any other, use SDL_SetVideoMode with SDL_ANYFORMAT as below. You can also use SDL_VideoModeOK() to find the native video mode that is closest to the mode you request.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN77" ></A ><P ><B >Example 2-2. Initializing the Best Video Mode</B ></P ><PRE CLASS="PROGRAMLISTING" > /* Have a preference for 8-bit, but accept any depth */ screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT); if ( screen == NULL ) { fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n", SDL_GetError()); exit(1); } printf("Set 640x480 at %d bits-per-pixel mode\n", screen->format->BitsPerPixel);</PRE ></DIV ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN80" ></A >Loading and Displaying a BMP File</H2 ><P >The following function loads and displays a BMP file given as argument, once SDL is initialised and a video mode has been set.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN83" ></A ><P ><B >Example 2-3. Loading and Displaying a BMP File</B ></P ><PRE CLASS="PROGRAMLISTING" >void display_bmp(char *file_name) { SDL_Surface *image; /* Load the BMP file into a surface */ image = SDL_LoadBMP(file_name); if (image == NULL) { fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError()); return; } /* * Palettized screen modes will have a default palette (a standard * 8*8*4 colour cube), but if the image is palettized as well we can * use that palette for a nicer colour matching */ if (image->format->palette && screen->format->palette) { SDL_SetColors(screen, image->format->palette->colors, 0, image->format->palette->ncolors); } /* Blit onto the screen surface */ if(SDL_BlitSurface(image, NULL, screen, NULL) < 0) fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError()); SDL_UpdateRect(screen, 0, 0, image->w, image->h); /* Free the allocated BMP surface */ SDL_FreeSurface(image); }</PRE ></DIV ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN86" ></A >Drawing Directly to the Display</H2 ><P >The following two functions can be used to get and set single pixels of a surface. They are carefully written to work with any depth currently supported by SDL. Remember to lock the surface before calling them, and to unlock it before calling any other SDL functions.</P ><P >To convert between pixel values and their red, green, blue components, use SDL_GetRGB() and SDL_MapRGB().</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN90" ></A ><P ><B >Example 2-4. getpixel()</B ></P ><PRE CLASS="PROGRAMLISTING" >/* * Return the pixel value at (x, y) * NOTE: The surface must be locked before calling this! */ Uint32 getpixel(SDL_Surface *surface, int x, int y) { int bpp = surface->format->BytesPerPixel; /* Here p is the address to the pixel we want to retrieve */ Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp; switch(bpp) { case 1: return *p; case 2: return *(Uint16 *)p; case 3: if(SDL_BYTEORDER == SDL_BIG_ENDIAN) return p[0] << 16 | p[1] << 8 | p[2]; else return p[0] | p[1] << 8 | p[2] << 16; case 4: return *(Uint32 *)p; default: return 0; /* shouldn't happen, but avoids warnings */ } }</PRE ></DIV ><DIV CLASS="EXAMPLE" ><A NAME="AEN93" ></A ><P ><B >Example 2-5. putpixel()</B ></P ><PRE CLASS="PROGRAMLISTING" >/* * Set the pixel at (x, y) to the given value * NOTE: The surface must be locked before calling this! */ void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel) { int bpp = surface->format->BytesPerPixel; /* Here p is the address to the pixel we want to set */ Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp; switch(bpp) { case 1: *p = pixel; break; case 2: *(Uint16 *)p = pixel; break; case 3: if(SDL_BYTEORDER == SDL_BIG_ENDIAN) { p[0] = (pixel >> 16) & 0xff; p[1] = (pixel >> 8) & 0xff; p[2] = pixel & 0xff; } else { p[0] = pixel & 0xff; p[1] = (pixel >> 8) & 0xff; p[2] = (pixel >> 16) & 0xff; } break; case 4: *(Uint32 *)p = pixel; break; } }</PRE ></DIV ><P >The following code uses the putpixel() function above to set a yellow pixel in the middle of the screen.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN97" ></A ><P ><B >Example 2-6. Using putpixel()</B ></P ><PRE CLASS="PROGRAMLISTING" > /* Code to set a yellow pixel at the center of the screen */ int x, y; Uint32 yellow; /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00) Note: If the display is palettized, you must set the palette first. */ yellow = SDL_MapRGB(screen->format, 0xff, 0xff, 0x00); x = screen->w / 2; y = screen->h / 2; /* Lock the screen for direct access to the pixels */ if ( SDL_MUSTLOCK(screen) ) { if ( SDL_LockSurface(screen) < 0 ) { fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError()); return; } } putpixel(screen, x, y, yellow); if ( SDL_MUSTLOCK(screen) ) { SDL_UnlockSurface(screen); } /* Update just the part of the display that we've changed */ SDL_UpdateRect(screen, x, y, 1, 1); return; </PRE ></DIV ></DIV ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="guidebasicsinit.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="guidevideoopengl.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Initializing SDL</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="guide.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Using OpenGL With SDL</TD ></TR ></TABLE ></DIV ></BODY ></HTML >